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  • posted a message on Hanna EDH (1v1 Control-Combo)
    Quote from abysz
    Dont understand Plan B.. this works? OMG


    What Skoliar said. It also applies to Dance of Many (which doubles as 2cc General removal; screw Zur), Oblivion Ring, and--not in this list--Journey to Nowhere and Parallax Wave. (I personally find those two cards to be rather limited for a combo. If I manage to bust out a combo, I want to win the game.)
    Posted in: 1 vs 1 Commander
  • posted a message on Hanna EDH (1v1 Control-Combo)


    DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
    General (1)
    1x Hanna, Ship's Navigator

    Land (37)
    1x Adarkar Wastes
    1x Boseiju, Who Shelters All
    1x Celestial Colonnade
    1x Command Tower
    1x Flagstones of Trokair
    1x Flooded Strand
    1x Glacial Fortress
    1x Hallowed Fountain
    5x Island
    1x Kor Haven
    1x Minamo, School at Water's Edge
    1x Mistveil Plains
    1x Mystic Gate
    1x Nimbus Maze
    4x Plains
    1x Polluted Delta
    1x Seachrome Coast
    1x Sejiri Refuge
    5x Snow-Covered Islands
    4x Snow-Covered Plains
    1x Tolaria West
    1x Tundra
    1x Windswept Heath

    Artifact (12)
    1x Claws of Gix
    1x Coalition Relic
    1x Grim Monolith
    1x Lightning Greaves
    1x Mana Crypt
    1x Mana Vault
    1x Meekstone
    1x Scroll Rack
    1x Sensei's Divining Top
    1x Sol Ring
    1x Thran Dynamo
    1x Worn Powerstone

    Creature (4)
    1x Academy Rector
    1x Phantasmal Image
    1x Phyrexian Metamorph
    1x Trinket Mage

    Enchantment (21)
    1x Aura of Silence
    1x Copy Enchantment
    1x Decree of Silence
    1x Detention Sphere
    1x Enchanted Evening
    1x Greater Auramancy
    1x Honden of Seeing Winds
    1x Land Tax
    1x Leyline of Anticipation
    1x Luminarch Ascension
    1x Mystic Remora
    1x Oblivion Ring
    1x Opalescence
    1x Parallax Tide
    1x Parallax Wave
    1x Rhystic Study
    1x Seal of Cleansing
    1x Solitary Confinement
    1x Standstill
    1x Take Possession
    1x Treachery

    Instant (15)
    1x Argivian Find
    1x Condemn
    1x Counterspell
    1x Enlightened Tutor
    1x Fact or Fiction
    1x Force of Will
    1x Hinder
    1x Impulse
    1x Long-Term Plans
    1x Muddle the Mixture
    1x Mystical Tutor
    1x Path to Exile
    1x Return to Dust
    1x Spell Crumple
    1x Swords to Plowshares

    Sorcery (10)
    1x Enduring Ideal
    1x Fabricate
    1x Hallowed Burial
    1x Idyllic Tutor
    1x Merchant Scroll
    1x Recurring Insight
    1x Replenish
    1x Supreme Verdict
    1x Terminus
    1x Tunnel Vision



    Plan A:



    The easiest way to win doesn't even require you to play Hanna. With the absurd amount of mana ramp in this deck, you can easily power into Enduring Ideal by turn four or five.

    Use Mystical Tutor (with Merchant Scroll) or Long-Term Planning to search for it directly, or dig it out.

    I recommend searching for Decree of Silence first, followed by Enchanted Evening, and Opalescence. If you drew Opalescence and you cannot stick it back into your library with Mistveil Plains, use Luminarch Ascension instead.

    If your opponent has a lot of permission, try to find your Boseiju.

    Plan B:



    Claws of Gix has many great interactions with the deck, but this combination is by far the most dangerous. By abusing the stack, you can instantly exile five lands from the opponent's board. Most people don't come back from that.

    The stack order should look like this:
    TOP
    Sacrifice Parallax Tide
    Exile target land
    Exile target land
    Exile target land
    Exile target land
    Exile target land
    BOTTOM

    The sacrifice resolves first, putting Tide into the graveyard and bringing all lands exiled by it back into play (which should be zero). Then the five lands are exiled.

    To fetch these components, use Long-Term Plans, Fabricate, Idyllic Tutor, Tolaria West, and Enlightened Tutor. It's an amazingly effective soft lock, totally renewable with Hanna.

    The shenanigans get out of control if you also add a Parallax Wave and Opalescence. This three card combination (Tide, Wave, Opalescence) allows you to remove as many lands and creatures from the game as you want, as often as you want. (Parallax Wave can "refresh" itself by targeting itself.)

    Plan C:



    This is a backup plan that should only be used if you actually have the Tunnel Vision in your hand. It can be inconsistent, since the Replenish can be anywhere in the deck, but you usually can get a couple of enchantments into play with the combo. (More, if you happen to have Intuition to search out threats and deposit them in your graveyard. I tend to search for combo pieces and an Argivian Find.)

    You can also Tunnel Vision your opponent after tucking something onto the bottom of their library.

    Plan D:



    This is a win condition that I have really come to appreciate. It comes down early, and if you use all of your tutors for removal (or Solitary Confinement) and permission (or Greater Auramancy), you can protect it.

    Card Choices:

    Hanna, Ship's Navigator - At first glance, Hanna pales in comparison to UWB Generals like Sharuum and Zur. She has a frail 1/2 frame, and her activated ability costs an awkward 1UW. So why play her? Because she comes down under permission cover and can easy seal a win by recurring threats. What she lacks in explosive power and killing ability, she makes up for in adding resilience and flexibility. At 7 mana, she can bring back Parallax Tide every turn. At 10 mana, she can bring back Decree of Silence of every turn. And with the mana production in this deck, expect these numbers to be realistically achievable. To address her weaknesses against removal-heavy decks, be sure to find Lightning Greaves. If they are using sacrifice effects, you're going to have to play more carefully with Hanna.

    MANA
    Snow-Covered Lands - Yeah, people might scratch their heads when they see my striped lands. The reason why is that mono and dual color red decks like to run Wake of Destruction. This is a no-drawback way to minimize the damage from such a card.

    Sol Ring/Mana Crypt/Mana Vault - Ridiculous acceleration that doesn't force you to sacrifice your instant-play.

    Coalition Relic/Worn Powerstone/Thran Dynamo - More mana stones.

    CARD ADVANTAGE

    Fact or Fiction/Impulse - These let you dig for combo pieces at instant speed.

    Honden of Seeing Winds - Combos with Solitary Confinement to make you nigh unkillable.

    Rhystic Study/Recurring Insight - These are the two blue card advantage spells that no EDH deck should be without.

    Solemn Simulacrum - Ramp, card advantage neutral, and a chump blocker? Sounds good to me.

    Standstill - Stalls for time. Though against Legacy players, they may just instinctively break it.

    TUTOR

    Long-Term Plans - Long-Term Plans is a great tutor for this deck. Like most black tutors, it lets you fetch without revealing your plans to your opponent.

    Merchant Scroll - Great for finding that blue permission spell to win the game. Merchant Scroll into Long-Term Plans or Mystical Tutor if you need a Sorcery or something non-Blue; if you are holding Replenish, consider looking for Intuition or vice versa.

    Mystical Tutor - Many a game has been won on the back of end of turn Mystical Tutor for Enduring Renewal or permission.

    Academy Rector - Tutor an enchantment directly into play? Absurd! Combine it with Claws of Gix to pull out a Parallax Tide for the crippling blow

    Muddle the Mixture/Tolaria West - Most of the removal and intermediate pieces in this deck are 2cc, and this really helps find those things. Tolaria West is yet another way to find Claws of Gix.

    Trinket Mage - Searches for Claws of Gix and Voltaic Key.

    REMOVAL

    Swords to Plowshares/Path to Exile/Condemn - These cards represent a significant shift in doctrine when I dedicated this deck to 1v1. I find that there are many fast threats that need to be handled. These cards, along with the mass removal and permission elements, are real life savers.

    Hallowed Burial/Terminus/Supreme Verdict - Mass removal to help control aggro decks. Hallowed Burial and Terminus are especially important for handling Generals that are indestructible, hexproof/shroud, or have permission protecting them. Supreme Verdict instead of Wrath of God because I hate Zur.

    Hinder/Spell Crumple - More tuck! Except these are permission spells.

    Detention Sphere/Oblivion Ring - These are removal spells that hit Planeswalkers (very important, since this deck does not have many creatures) that also happen to be enchantments. With Claws of Gix, you can sacrifice these in response to the triggered ability to make this a permanent exile. (I chose to drop Cessation and Faith's Fetters because they are only effective against creatures typically; also, they don't stop persistent effects.)

    Phantasmal Image/Phyrexian Metamorph - EDH heavyweights for 2 and 3 mana. They remove a General or copy a major threat or utility card.

    Take Possession/Treachery - It's convenient to steal your opponents' stuff at times. I include Take Possession to have that Split Second steal (nothing quite like it says "screw you" to an Oblivion Stone).
    Posted in: 1 vs 1 Commander
  • posted a message on Agnus Mackenzie - Multiplayer Turbofog!
    You're going to need effects like Howling Mine and Horn of Greed, on top of mass removal. Fog effects are nice and all, but if they gang up on you, it's not a winning strategy. Rely on diplomacy and group hugging.
    Posted in: Multiplayer Commander Decklists
  • posted a message on [EDH] Hanna, Ship's Navigator
    Bump. It's been awhile, so I decided to repost the deck in its most revised form. It's a lot more focused on the combo side; the prison elements have mostly been removed on account of them not being very fun and because they draw a lot of animosity from the field.
    Posted in: Multiplayer Commander Decklists
  • posted a message on Mono Black Control


    This has been relatively consistent. The problem right now though is that it's hard to answer all of the threats out there with a small removal suite. =\
    Posted in: Standard Archives
  • posted a message on Mono Black Control


    Back to a more traditional form. My experiments with Vault Skirge failed, so I swapped Gatekeeper back in. It's hard to fight off KDW/Tempered Steel, Twin, and Valakut all at once, so I added Tumble Magnet. It has the best coverage when combined with Zenith. =\
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    The metagame is so frustrating right now. Between Tempered Steel, Valakut, and UB Control, it's hard to run removal other than Black Sun's Zenith or Dismember maindeck. =\

    Also, I got wrecked by Tumble Magnet in the last TNM. T_T
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from Happy Shaman
    Inorite?

    I think the poster meant Piston Sledge has no place in the deck because you end up losing more than you gain.


    If you are really that concerned with CA, then using Trusty Machete works too. Turns Skirge into a 3/2, Nighthawk into a 4/4.

    I just find it hard to justify 4 Skirge and 4 Nighthawk with only 3-4 Lashwrithe in your deck. Skirges are terrible without some way to increase damage output.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from Happy Shaman
    They kill its EtB target, and then you have to sac something to equip it again.
    If the deck was running some sort of graveyard recursion I'd go for it though.

    EDIT: Ha ha! I just read the Piston Sledge again. Here I thought you had to sac a creature to equip it. Instead you have to sac an artifact. Which begs the question, what would I sac? Lashwrithe? Another Piston Sledge? Vault Skirge?


    Usually Vault Skirge. The idea though is to go turn one Duress/Inquisition, turn two Skirge, and turn three Sledge, which auto-equips.

    Machete also works, but it's one less power. I just hate the idea of Skirge herp derping for three turns.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from nameless
    Went 2-1-1 at FNM lost to a knight deck b/c of mana screw beat a W/U a pyro-ascension and drew vs the U/B cousin of super friends

    Hey what about playing Druidic Satchel" target="blank">Druidic Satchel it seems like it could be the new sign in blood. I saw it perform pretty good when i faced the U/B deck.


    I actually saw an amusing deck that had (virtually) no creatures in it. It was Artifact Control. It focused on using Druidic Satchel and a Proliferate engine to essentially stall and slowly kill the opponent. Satchel is pretty interesting in this setting, as it usually generates a land. If not, more life.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from Happy Shaman
    And will sit on the board if they kill the creature. Is losing 2 creatures and a turn worth +3/+1?


    Two creatures? Just one. With hand disruption, it makes it hard for opponents to hang onto a Lightning Bolt for long (and Vault Skirge is immune to both GFTT and Doom Blade). And the same can be said about Vampire Bite, so I'm not sure what your point is. At least with Sledge/Machete, you can get more than one hit with +3/+2 power in and, if you have a spare Skirge, you can turn the Skirge into another Sledge; Sledge operates like an Aura. Machete is more traditional, but also a 3 mana same-turn equip for Skirge.

    Another neat trick: You can keep a Germ token alive using a Sledge/Machete before equipping it elsewhere.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from Happy Shaman
    I could understand dropping a Swamp for the 4th Lashwrithe. I disagree on needing more equipment. I added Vampire's Bite for that reason. You can make some good trades with it as well as recoup life points. I'd rather have a one-shot combat trick than try to work around casting and equipping. Using up entire early game turns to make a small dork bigger doesn't help much.


    Unless you have a 5 turn clock, you can afford to make time.

    Also, Piston Sledge adds +3/+1 instantly.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from phlsphr
    Is there a good reason why no one is running Zombie Infestation? Seems like it would work great with Bloodghast and for late game dead draws.


    I can imagine a deck that runs Infestation, Pharaoh, Bloodghast, and Rise From the Grave. But we need more. Specifically, more removal and card advantage that can operate from the graveyard. Also, a replacement for Rise. I hope that Innistrad, which does feature Flashback, will provide us this.

    Quote from Ace5301
    That, and this is the mono black CONTROL thread. The last few decklists have been undoubtebly aggro. Just sayin....


    This thread has been here since Zendikar. The concept constantly evolves. It has gone from aggro-control to pure control and now, to midrange aggro. Nobody right now considers this deck viable as pure control. With our removal suite in jeopardy, speed is of the essence.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    @Happy Shaman
    That deck wants 4 Lashwrithe and maybe even some Sword of War and Peace, Trusty Machete, or Piston Sledge. Your creatures are going to suck without equipment.
    Posted in: Standard Archives
  • posted a message on Mono Black Control
    Quote from rurodrig
    Just nitpicking, but I think leaden myr would fit better in here than iron myr.:)


    Typo. Hahaha. But yeah, you get the idea.

    Quote from Beloved
    What's the verdict on Rune-scarred Demon? A 6/6 Flyer for 7 with a tutor ability seems good to me.


    Too expensive. Maybe if it was 5cc for a 4/4 Flying with that effect...
    Posted in: Standard Archives
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